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Messages - Hari Seldon

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The Imperial Remnant gets a SSD free that their female leader gets, just hover the mouse over her portait to check.  Send her out and she can annihilate everyone's space forces so long as the heroes are not around.  You can still try to hit-and-run if there are heroes or a large force.  Build another Super Star Destroyer as soon as possible after you fill most worlds with tax agencies.  Keep building SSD and AT-AT and you easily win.  If you are having trouble with bombers build some TIE defenders because Remnant ship-spawned fighters and bombers are terrible in Era 1.

The New Republic has many heroes.  Group the non-politicians together and take over Horongir and Kessel.  Use other ships to take over the empty rim worlds.  Fill most worlds with mining facilities and then build the most expensive capital ship at all worlds that can, those ships in a full stack can win against a SSD if Ackbar is there, and the other heroes help too, especially to win on the ground, sometimes needing artillery and tank support.

The Hand heroes are weak both in space and on the ground, except that crazy clone Jedi in the Carrack cruiser is a good ground fighter, but he spasms in an isolated area.  Put him in space and if attacked retreat him until he retreats to your main empire and links up.  Fill most worlds with mining facilities, and build the most expensive capital ships as soon as possible.  Don't wait to attack to fill up your maximum unit population, attack once you can fill the tactical space battle unit cap with those expensive capital ships and the Hand's awesome bombers and thrawn for the large leader bonus he has.  Also invest in heavy ground weaponry to conquer the planets you take.

Barracks and the troops from them are worthless.  Factories are the way to go.

These tactics will let you win even on hard.  Remember to fortify your choke points and move your safe worlds' fleets to the front.  Remember to always use heroes to help with the leader bonus.  Money is much tighter in this game, so hit and run/retreat to hyperspace is awesome so long as none of your ships lose their engines and can't jump.  Use the freely spawned fighters and bombers until they all die, focusing on the anti-fighter ships first, then anti-fighter hardpoints and enemy fighters.  If your freely spawned fighters can take out enemy anti-fighter and small ships, then you retreat, you can come back and attack again as soon as possible and crush them.

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Discussion, Suggestions & Feedback / Re: 1.2 balance issues (all)
« on: June 30, 2011, 01:46:48 PM »
Super Star Destroyers are too strong at the beginning, as an Imperial Remnant player I can steamroll or at worst chip away at the enemy.  I don't even know if SSD have destroyable engines.

Once the other sides build a Capital Shipyard and build anti-capital ship capital ships, SSD are too weak.  Not to mention Chiss bombers can annihilate the concussion missile launchers then annihilate the SSD.

It is too easy to win as Rebellion once you build anti-capital ship capital ships.  Due to easily being able to take over unoccupied rim worlds.

All of this is on hard.

Buying fighters separately is mostly worthless because capital ships produce them for free, except the Imperial Remnant has terrible fighters so they need to buy TIE Defenders.  Chiss fighters and bombers are awesome, but buying carriers  is still cheaper unless you are fighting a SSD, because send all of your fighters and bombers to kill a few ships then hyperspace out, carriers automatically regenerate them.  I actually like that though, but the computer does not know to do this.

Also, the number of Golans is limited, which does not help except the Chiss because otherwise conquest changes the borders too fast, and Era I chiss don't have Golan!  Please make the number of Golan unlimited, so I'll actually use them, or:

Sensor Arrays and Golans compete for the 2 space slots and can't be sold.  At least let us sell them, if you still want to keep the number of Golans limited.

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Mon Calamari lacks build pads and so does one of the imperial planets to the left of Kessel that is a giant open green field (I'll find out next week).

Now that I think about it I like Golans better than satellites, but ship repair would still be nice at the appropriate shipyard in tactical battle!

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The new worlds added in the mod have spaces for buildings but often lack build pads.  While I agree with the change of not causing landing site capture to increase your unit cap, the lack of build pads makes everything a Zerg rush with no falling back for resupply.  Also, what happened to all of the Satellites you could build, for example in the Maw.  Same problem, no repair makes everything a serf rush and the defender is at a big disadvantage so the option too often is simply retreat against a superior force, without fortifying your position.

Also the unit cap on the ground is a little low at only 10 when in space it's much larger.

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